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insertVehicle

Definition


-- @/lua/ge/extensions/gameplay/parking.lua:522

local function insertVehicle(id) -- inserts a new vehicle into the parked cars table
  local obj = getObjectByID(id)
  if obj then
    if not vehPool then
      vehPool = core_vehicleActivePooling.createPool()
      vehPool.name = "parkedCars"
    end

    obj.uiState = 0
    obj.playerUsable = false
    obj:setDynDataFieldbyName("ignoreTraffic", 0, "true")
    obj:setDynDataFieldbyName("isParked", 0, "true")
    gameplay_walk.addVehicleToBlacklist(id)

    table.insert(parkedVehIds, id)
    vehPool:insertVeh(id)

    local psId = getCurrentParkingSpot(id)
    if psId then
      sites.parkingSpots.objects[psId].vehicle = id -- saves the vehicle id to this spot
    end

    parkedVehData[id] = {
      parkingSpotId = psId, -- current parking spot id
      activeRadius = 50, -- radius that keeps the vehicle active if player is near
      randomPaint = true -- randomizes paint after respawning
    }
  end
end

Callers

@/lua/ge/extensions/editor/aiTests.lua

local function insertVehicle(id) -- adds an AI vehicle to use for the tests
  local obj = getObjectByID(id or 0)
        local id = v:getId()
        insertVehicle(id)
      end
@/lua/ge/extensions/gameplay/parking.lua
  for _, id in ipairs(vehIds) do
    insertVehicle(id)
  end